

lj0076
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Everything posted by lj0076
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reported earlier Monocle image on far right of left eye in VR
lj0076 replied to AhSoul's topic in Bugs and Problems
I assume that the monocle was actually only for the right eye, but for VR the alignment could be adjusted as a reticle cross. I wrote about it in another post, there are more things that don't fit around the helmet in VR. The visor is also aligned only for the right eye by default, which causes a certain asymmetry in the display when the visor is lowered. It would be nice to either fix it or add an option in the special tab to display it (left, right, both). Likewise, the module from which the sight is lowered is shifted to the right in the VR display, asymmetrical, also probably aligned only for the right eye... -
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Using the cannon with the central external fuel tank?
lj0076 replied to lj0076's topic in DCS: MiG-29A Fulcrum
I'm not sure... it probably shouldn't be like that, because as I understand it, the tank blocks the opening of the shell ejection cover... -
Using the cannon with the central external fuel tank?
lj0076 replied to lj0076's topic in DCS: MiG-29A Fulcrum
I tried and with the tank suspended I can use the cannon normally. Should it be automatically blocked or does the pilot just have to be careful and not use it? Can you please direct me to the page number of the manual? Thank you -
The visor isn't the only thing that is aligned to the right eye only in VR. The same shift is visible on those helmet scope sensors. Just information for the ED team, if they see it and want to look into it someday.
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I read on Wiki that using the deck cannon was not possible with the under-hull auxiliary tank: "Original production MiG-29 aircraft cannot fire the cannon when carrying a centerline fuel tank as it blocks the shell ejection port. This was corrected in the MiG-29S and later versions" Is that true or not? I know that there is a hole through the tank to vent the gases from the APU, but this is the first time I've heard of this restriction...
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I understand you, IPD values are a separate discussion, I've been using 3D since the days of old monitors and the first versions of e-dimensional glasses... but I was just trying to report a detected model error here. I tested what affects the shift in VR and it is the IPD setting. The visor basically behaves like a helmet-mounted sight, where we have the option to choose which eye I want to see it on in the settings. This is not possible with the visor and it is set to the right eye by default. Anyone with VR can replicate. I was hoping that ED would take a look at this... No, I don't use any modifications... As a solution to the problem, I would see adding to the "special" tabs in the settings for the MiG-29A the same option as the helmet sight. Right eye, left, both...
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I agree with you, but I still think that the correct display of the visor should not depend on the IDP value. Personally, I usually move around 85, because of the greater depth. Of course, it also depends on each model, each aircraft is different...
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Depending on the "Force IDP Distance" value in the VR settings, the helmet visor display shifts/deforms. The last value at which the visor covers both eyes in VR is about 75 for me. Anything higher doesn't work and shifts. It looks like the visor is centered only on the right eye. For example, the attached screen at a value of 100. I don't even know if this is a bug...? If so, please check. I assume that like the helmet sight, it is set to display in the right eye by default... maybe it will be necessary to set a default value for both eyes for its display? Selecting the display like in the case of the sight would not make sense...
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I installed it, I really did the first installation wrong. I don't have the glare anymore. But even so, it's unusable for me in VR, I'm attaching a picture of what I actually see... right eye covered, left almost not at all, together it makes such an unusable mix...
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I tried but I didn't see any difference. Maybe I made a mistake in the installation, but even when I opened the edited texture in Gimp I don't see any difference from the original...
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It's unusable for me in VR. With Pimax Crystal Light I see half of it as tinted, half not, and all sorts of artifacts... honestly, it's literally tearing my eyes out... :/
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MiG-29A(M) - Polish Modernised Fulcrum MOD
lj0076 replied to VinntoreZ's topic in Flyable/Drivable Mods for DCS World
Hello, you are right, my mistake, everything works without problems -
MiG-29A(M) - Polish Modernised Fulcrum MOD
lj0076 replied to VinntoreZ's topic in Flyable/Drivable Mods for DCS World
Hello VinntoreZ, I noticed that when activating the mod (JSGME), the front wheel control does not work, by default via LAlt+Q. Can you please check? Thank you (y) -
MiG-29A(M) - Polish Modernised Fulcrum MOD
lj0076 replied to VinntoreZ's topic in Flyable/Drivable Mods for DCS World
Thank you for your mod! It works perfectly in 2D and VR, only in VR there is no mouse and you can't click, but maybe that's the basis in FC3...? -
I wouldn't call my post a direct request, more like a sigh... I was really looking forward to this map, mainly because of the area of Israel and the Sinai Peninsula. I'll admit it... I'm disappointed. Overall, the map looks somewhat uninteresting, the shades of the surface textures are quite faded, the detailed textures of the rock formations are a rarity. Otherwise, the terrain is so round, uniform... This area was a challenge for the developers due to the Dead Sea... As we know, you can't model terrain below 0 sea level and I was curious to see how they deal with it. I'm aware of all the technical limitations in map development, but this was also a big disappointment. The terrain around is too flat, I could imagine that, for example, the hills and mountains around the Dead Sea will be adjusted in height so that they are highlighted, even if at the expense of their "real" altitude. I previously had one question regarding air bases. According to the available materials, it appears that at some bases the fortified stands (hangars) are below the level of the surrounding terrain, and the planes then depart from them as if "uphill". It would certainly be an interesting feature... Cities. buildings... are just geometrically arranged formations, they even repeat themselves depending on the area. I admit that I have a problem with orientation, it would be nice to add some suburbs, important buildings, landmarks, etc. Here I would plead for more variety. It is also clear to me that the goal was not to create a VFR map, but if I am comparing it with, in my opinion, probably the best current map for DCS: Syria. And let's face it, for example, the north of Israel is almost perfect, including the representation of the city of Haifa (including such a trifle as the Bahai Gardens). We are at the beginning, I believe that the future will bring many new and good things. I know the team has done a great job and I thank them for that. I don't want to provoke a difficult discussion here, I'm just giving my opinion, I think even this will be interesting for developers, if not, nothing happens. There's no need to comment, either someone has a similar feeling or just say to yourself, that guy is completely off
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Hmm, I was just thinking about that. Sometimes when I jump into a mission and it takes time for the terrain textures to load, you can see the sea level somewhere deeper below the plane. And since I assume that these bases have some height above sea level, although they do have a small one, theoretically the deepening of the hangars should be modeled without disturbing the zero altitude. If that's really the case, the developers will say... I don't know the pitfalls of creating scenery, but purely theoretically it should be possible to create it, it's basically a valley like any other...
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Good day, do you know if the aircraft shelters will be modeled below ground level? I know that at some Israeli airbases they seem to be embedded below ground level.... I have not found this information about the Sinai map anywhere and I don't even know if it is technically possible? Thanks
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So yeah, now I've had time to do a bit of testing and tinkering with different settings. There is not much difference between OpenXR and SteamVR as far as the resulting performance is concerned, OpenXR comes out a little better. I was surprised by the stability of SteamVR, in previous versions the performance was problematic, frequent crashes, blue screens... now it is not at all. Overall, I came to the conclusion that the loss of performance in version 2.8 will probably be irreversible, the hotfix did not solve anything. I've tried different settings for DCS itself and both shadow settings and MSAA make a difference of only a few insignificant fps. Also, the weather setting has no significant impact on performance, tested both bad weather with rain and clear blue sky. But the performance graph shows high load and frame time with the new version, but I haven't figured out what's causing it. None of the DCS settings will make a significant difference, it's something hidden that the GPU struggles with and can't be seen. I agree the new version 2.8 is a feast for the eyes in 2D, a visual delight, ED really did an excellent job on this one. Unfortunately, most of those effects are not visible in VR, but a noticeable load remained. There is still the problem with the clouds, some horizontal blurred part where it looks more like Minecraft and you can have MSAA 4x but it doesn't affect it. It is what it is, I've come to terms with it... only tried in SP and some missions, all Channel map. I get mostly 45 fps, sometimes 50-60 fps.
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I am on W10 and the modified weather system was the first thing that came to my mind and what is different against version 2.7. But even when I tried the same missions with completely blue and clear skies, the results were the same. Weather / clouds have only minimal impact in my case, I would almost say none..
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Try it, maybe it will work for you. I don't know at all what is happening and why, the fact is that everything worked without problems until the 2.8 update. I suspected the Nvidia drivers also updated on Friday night, but the only problem is again with DCS, the others (IL2, MSFS 2020) work without change. The fact that I am frustrated is a very mild expression, I think that during more thorough testing before release, someone would have pointed it out. There are simply a lot of people with similar problems.
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Hi, I am confirming the issues like others... AMD 5800x, 64MB RAM, RTX 3080, HP G2... Open XR set, Open composite With the update to 2.8 performance loss, on average 25-30%, the same test mission, in some from 90 fps to 60, on a map like Syria the drop is much more noticeable. Even on Friday before the update, I was thinking how everything runs like butter, high performance, beautifully sharp, MSAA 2x, shadows and visibility medium... and it's gone. I'm getting very erratic performance, I tried switching to Steam VR and it just resulted in one crash after another and a blue screen in VR. Unfortunately, even when I went back to stable 2.7, the problem remained and I can't get the original performance with the same settings. Huge disappointment...
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VR (hp reverb g2) Game crash trying to load a mission file (steam)
lj0076 replied to Petter1's topic in Game Crash
Hi, I will add my experience ... I have 64Mb RAM, HP Reverb G2, GPU: RTX 3080 I switched from Rift S to HP Reverb G2 and almost immediately started solving the problem of outages and failures of Steam VR. I have never experienced anything like this on an old set. Getting into the game was a simple problem. I found that it had something to do with system requirements, such as a clean map loading and flying, more complex stored missions with many units falling. Immediately after loading, there was a crash of Steam VR, restart of VR, etc. Try to reduce the graphics settings a bit, but the main problem for me was the motion smoothing settings and the pre-rendered VR images settings. In the nVidia settings tab, try deselecting allowed images from a fixed value to "by application" and try. If the problem persists, cancel forced motion smoothing in Steam VR settings and leave the app to the decision. This seems to have solved my problem, I haven't thoroughly tested it, so far it's the first findings from the last two days, but after these adjustments I'm already flying my saved complex and demanding missions. Maybe it will help someone. -
Problem solved! I confirm here written, really this massive drop in fps is causing shadows to be set. Switched from "high" to "flat only" and currently on an otherwise empty board I have my 65 fps back! And now I don't know if I should rejoice or cry ... ?? : doh: